varying vec2 out_TexCoord;                                                                 
varying vec3 out_Normal;                                                                   
varying vec3 out_WorldPos;   
uniform sampler2D gColorMap;                                                                

void main()
{
    vec3 Normal = normalize(out_Normal);
    vec4 TotalLight = {1,0,0,1};                                         
    gl_FragColor = texture(gColorMap, out_TexCoord.xy);   
	//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);

}